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Refactor Scene Setup #302

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merged 135 commits into from
Jul 22, 2021
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fc94832
import: Setup new importer.
freezy May 16, 2021
6605212
import: Setup playfield import.
freezy May 16, 2021
f5dd2cb
import: Write materials and texture to asset folder (only playfield f…
freezy May 17, 2021
11ebae1
import: Write all materials and textures to disk.
freezy May 18, 2021
73d1912
import: Write sounds to disk and fix textures.
freezy May 18, 2021
30599dc
import: Clear binary data after saving to disk.
freezy May 18, 2021
a1cdee3
import: Add back player and trough.
freezy May 18, 2021
e030d6c
fix: Editor warning about invisible gizmos (thanks BilboX).
freezy May 22, 2021
3654a04
import: Remove textures and sounds from sidecar.
freezy May 23, 2021
da9aa74
import: Create game items as prefabs.
freezy May 23, 2021
2b90d03
import: Only save non-procedural meshes.
freezy May 23, 2021
a3d8d2c
import: Don't free textures until processed by materials.
freezy May 24, 2021
3025be7
flipper: Create new component without data.
freezy May 24, 2021
9bd8302
import: Fix flipper mesh creation.
freezy May 24, 2021
46a9f9b
flipper: More refactoring.
freezy May 25, 2021
035f835
refactor: Rename Moving to Animation in sub components.
freezy May 28, 2021
f6e4f52
refactor: Split Table into TableHolder and Table.
freezy May 28, 2021
64f9fe8
refactor: Update Unity code with TableHolder.
freezy May 28, 2021
ffdc032
refactor: Container is a better name than Holder.
freezy May 29, 2021
4c7d0d4
refactor: Use abstract class instead of interface for table container.
freezy May 29, 2021
ba1598a
scene: Pull game items from hierarchy.
freezy May 29, 2021
d2c59bb
scene: Don't crash on duplicate names.
freezy May 29, 2021
ee8b3b0
style: Variable naming.
freezy May 29, 2021
4d90d92
refactor: Rename sidecar to legacy container.
freezy May 30, 2021
eb33168
scene: Don't subscribe to hierarchyChanged, because Unity can't handl…
freezy Jun 1, 2021
c5f88e9
scene: Fix access to materials.
freezy Jun 1, 2021
1fa3f22
player: Remove debug log.
freezy Jun 1, 2021
5d2b567
fix: Retrieve LTW matrix from correct component.
freezy Jun 1, 2021
e6a4658
import: Write VP materials to disk as well.
freezy Jun 1, 2021
8460d5a
refactor: Properly name material wrapper.
freezy Jun 1, 2021
671defd
scene: Make physics material assignable to collider components.
freezy Jun 1, 2021
40ca74d
refactor: Make ConvertedItem more intelligent and drop legacy code.
freezy Jun 1, 2021
3b4586e
change: Make ItemColliderAuthoring extend ItemMainAuthoring instead o…
freezy Jun 1, 2021
07500d7
import: Add code documentation.
freezy Jun 1, 2021
50d840d
import: Add missing animation components.
freezy Jun 1, 2021
4ed9e55
doc: Add materials guide.
freezy Jun 2, 2021
4d4ed18
import: Only store physics attributes in physics material, and clan u…
freezy Jun 2, 2021
4c4edc1
import: Only save used or set physics materials.
freezy Jun 5, 2021
21a2819
refactor: Replace physics material selector in inspectors with object…
freezy Jun 5, 2021
fa310ed
refactor: Use new serialized physics material during runtime.
freezy Jun 5, 2021
b7b8801
player: Only create colliders for objects with collider components.
freezy Jun 5, 2021
91a33de
doc: Update changelog.
freezy Jun 5, 2021
36e98b6
fix: Badly resolved conflicts.
freezy Jun 9, 2021
f847829
doc: Minor tweaks.
freezy Jun 9, 2021
64fd8fa
export: Start working on export from scene.
freezy Jun 9, 2021
f8d6081
style: Fix naming.
freezy Jun 9, 2021
fa2cf71
export: Add methods for data population.
freezy Jun 9, 2021
db801c9
export: Fill and free data during export.
freezy Jun 9, 2021
1eb25bf
import: Fix legacy container and collections.
freezy Jun 10, 2021
57db560
export: Partly fix mesh conversion.
freezy Jun 10, 2021
6378077
trigger: Fix changed API when registering.
freezy Jun 18, 2021
4f0c088
project: Set C# version of solution to 8.0.
freezy Jun 18, 2021
e5cc9ba
import: Convert bitmaps to png.
freezy Jun 19, 2021
3c21194
import: Use Unity instead of libvips to convert to PNG.
freezy Jun 19, 2021
a78723a
import: Import all VP textures until we import prefabs directly.
freezy Jun 19, 2021
129ac2b
fix: Make prefabs editable without context.
freezy Jun 19, 2021
6336119
test: Fix unit tests.
freezy Jun 19, 2021
f23846c
toolbox: Create scene converted based on existing scene.
freezy Jul 2, 2021
3ec053d
toolbox: Fetch existing materials when creating scene converter.
freezy Jul 3, 2021
78acd84
toolbox: Fetch parent group objects in scene.
freezy Jul 3, 2021
01911d6
import: Move Table add methods back to FileTableContainer.
freezy Jul 4, 2021
78788e1
export: Re-compute storage IDs before exporting.
freezy Jul 4, 2021
b2059f0
export: Don't write VP-incompatible items if WRITE_VP106 or WRITE_VP1…
freezy Jul 4, 2021
91c6eb6
container: Clean unnecessary accessors.
freezy Jul 5, 2021
f42bcb4
scene: Use Dictionary for storing texture and sound references.
freezy Jul 5, 2021
eb463d6
scene: Use FileTableContainer in VpxSceneConverter.
freezy Jul 5, 2021
d76a402
scene: Make access to textures and sounds in containers abstract.
freezy Jul 5, 2021
0795d3f
import: Save texture meta data in legacy container.
freezy Jul 5, 2021
4388d20
export: Properly export textures.
freezy Jul 5, 2021
0d99b42
scene: Make image manager function again.
freezy Jul 7, 2021
58c2610
project: Sync dependencies and fix flagged compilation error.
freezy Jul 7, 2021
62e6b77
export: Update texture reference before exporting.
freezy Jul 8, 2021
9788472
Use Pngsave function and wrap in using statement
kleisauke Jun 20, 2021
6c9c8d2
Use Path.Combine for combining file paths
kleisauke Jun 20, 2021
e4c8f60
test: Make fixture path work in Unity.
freezy Jul 8, 2021
2497d32
test: Add bumper data scene test.
freezy Jul 8, 2021
314c8c0
test: Bumper mesh visibility.
freezy Jul 8, 2021
6412920
test: Remove invalid Unity tests.
freezy Jul 10, 2021
5430d48
test: Add Unity export tests for most game items.
freezy Jul 10, 2021
7c83bcf
ci: implement Unity tests using GameCI
jsm174 Jul 12, 2021
514acb7
test: Temporarily disable failing tests.
freezy Jul 12, 2021
36156af
ci: implement coverage tests in unity
jsm174 Jul 12, 2021
197c222
test: Exclude tests, editor and patcher code from coverage.
freezy Jul 12, 2021
e933957
test: More coverage exclusions, naming.
freezy Jul 12, 2021
4705ed8
test: Only test VisualPinball.Engine and strip repo folder from cover…
freezy Jul 12, 2021
26716b8
test: Fix path stripping.
freezy Jul 12, 2021
32b8ac6
test: Next try for syncing folder structure.
freezy Jul 12, 2021
52e7a1c
test: Add .gitignore for project and fix .sln references.
freezy Jul 12, 2021
9577ed0
test: Remove all unneeded dependencies from test project.
freezy Jul 12, 2021
7e4c357
test: Add primitive mesh comparison tests.
freezy Jul 13, 2021
332ff78
fix: Primitive export from scene.
freezy Jul 13, 2021
267f0d9
ci: update to use not relocate TestProject~ folder
jsm174 Jul 13, 2021
398c879
test: Fix tests with flags enabled, and add table data tests.
freezy Jul 14, 2021
85deae2
test: More legacy data tests, and some more cleanups.
freezy Jul 14, 2021
fc55eac
export: Properly export sounds.
freezy Jul 14, 2021
5b0895a
scene: Fix sound manager to handle how we store sounds now.
freezy Jul 14, 2021
3ca2777
import: Name table and asset folder after file name instead of table …
freezy Jul 15, 2021
578d699
fix: NPE in image manager.
freezy Jul 15, 2021
b22f492
import: Add option to skip re-importing existing assets.
freezy Jul 15, 2021
abd5f7e
test: Fix table data tests.
freezy Jul 15, 2021
616d0f3
fix: Imports breaking tests.
freezy Jul 15, 2021
bfed897
ci: switch test reports from game-ci to nunit-reporter
jsm174 Jul 16, 2021
212c579
fix: Mesh recreation.
freezy Jul 15, 2021
7e15252
import: Properly import non-wav sounds.
freezy Jul 15, 2021
502f0d2
export: Properly export non-wav audio.
freezy Jul 15, 2021
60d67a3
import: Properly handle HDR and webp images.
freezy Jul 16, 2021
6399906
export: Export webp version if available.
freezy Jul 16, 2021
f11bfcc
data: Use different storage name for VPE-specific game items.
freezy Jul 17, 2021
6ead193
project: Fix version.
freezy Jul 17, 2021
c44418e
test: Add coverage for ogg/mp3 and webp data check.
freezy Jul 17, 2021
1e18185
project: Add missing .meta.
freezy Jul 18, 2021
653e14c
perf: Add profiling markers to gizmo render methods.
freezy Jul 18, 2021
e6f7776
editor: Remove SetMeshDirty in favor of direct mesh regeneration.
freezy Jul 19, 2021
50a5e39
scene: Regenerate mesh after undo.
freezy Jul 19, 2021
5b195d8
fix: Dragpoint fixes.
freezy Jul 19, 2021
0ed1980
style: Minor changes.
freezy Jul 20, 2021
19be88e
fix: Refresh container before adding new item from toolbox.
freezy Jul 20, 2021
bbc8bf8
import: Properly instantiate prefabs when assets are present.
freezy Jul 20, 2021
8e3cde2
import: Don't save procedural meshes as assets.
freezy Jul 20, 2021
a8f11bb
import: Rename asset folders to something more common.
freezy Jul 20, 2021
8e3fffb
import: Export playfield mesh.
freezy Jul 20, 2021
3c689ae
export: Only include imported materials.
freezy Jul 20, 2021
12aa069
import: Use file name as table name if not provided.
freezy Jul 20, 2021
fbde42c
test: Don't skip items when importing.
freezy Jul 20, 2021
fe867f8
fix: Make file names file system compatible.
freezy Jul 20, 2021
e3870bf
test: Add coverage for string manipulation.
freezy Jul 21, 2021
af29287
test: Ignore mesh reduction code in coverage.
freezy Jul 21, 2021
8d68d9b
test: Add more vertex coverage.
freezy Jul 21, 2021
af77569
fix: File name conversions for all platforms.
freezy Jul 22, 2021
56b4df2
test: Use game-ci's test runner.
freezy Jul 22, 2021
51b72f1
math: Clean up and cover Vertex3D.
freezy Jul 22, 2021
d16a82d
math: Fix some warnings and remove unused code.
freezy Jul 22, 2021
be1cd5f
math: More cleanup and coverage.
freezy Jul 22, 2021
f3fff16
test: Fix rect tests.
freezy Jul 22, 2021
daa8ae0
chore: More cleanup.
freezy Jul 22, 2021
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160 changes: 92 additions & 68 deletions .github/workflows/build.yml
Original file line number Diff line number Diff line change
@@ -1,68 +1,92 @@
name: Build
on: [push, pull_request]

defaults:
run:
shell: bash

jobs:
build:
name: Build ${{ matrix.rid }}
runs-on: ${{ matrix.os }}
strategy:
fail-fast: false
matrix:
include:
- os: windows-latest
rid: win-x64
coverage: true
- os: windows-latest
rid: win-x86
- os: macos-latest
rid: osx-x64
- os: ubuntu-latest
rid: linux-x64
steps:
- uses: actions/checkout@v2
- uses: actions/setup-dotnet@v1
with:
dotnet-version: '3.1.x'
- name: Build
run: |
cd VisualPinball.Engine.Test
dotnet build VisualPinball.Engine.Test.csproj -c Release -r ${{ matrix.rid }}
- run: |
mkdir tmp
cp -r VisualPinball.Unity/Plugins/${{ matrix.rid }} tmp
- name: Test
run: |
if [[ "${{ matrix.coverage }}" == "true" ]]; then
dotnet test -c Release --runtime ${{ matrix.rid }} -p:CollectCoverage=true -p:CoverletOutputFormat=lcov -p:CoverletOutput=../lcov -p:ExcludeByAttribute="ExcludeFromCodeCoverageAttribute" -p:Exclude=\"[*]VisualPinball.Engine.Math.Triangulator.*,[VisualPinball.Resources]*,[*]VisualPinball.Engine.VPT.Plunger.*\"
else
dotnet test -c Release --runtime ${{ matrix.rid }}
fi

# local report:
# dotnet test -c Release --runtime ${{ matrix.rid }} /p:CollectCoverage=true /p:CoverletOutputFormat=\"opencover\" /p:CoverletOutput=../lcov /p:ExcludeByAttribute="ExcludeFromCodeCoverageAttribute" /p:Exclude=\"[*]VisualPinball.Engine.Math.Triangulator.*,[VisualPinball.Resources]*,[*]VisualPinball.Engine.VPT.Plunger.*\"
# dotnet tool install -g dotnet-reportgenerator-globaltool
# reportgenerator -reports:lcov.opencover.xml -targetdir:coveragereport -reporttypes:Html

- name: Publish Coverage
if: ${{ matrix.coverage }}
run: |
bash <(curl -s https://codecov.io/bash)
- uses: actions/upload-artifact@v2
with:
name: Plugins
path: tmp

dispatch:
runs-on: ubuntu-latest
needs: [ build ]
if: github.repository == 'freezy/VisualPinball.Engine' && github.ref == 'refs/heads/master' && github.event_name == 'push'
steps:
- uses: peter-evans/repository-dispatch@v1
with:
token: ${{ secrets.GH_PAT }}
event-type: build-complete
client-payload: '{"artifacts_run_id": "${{ github.run_id }}"}'
name: Build
on: [push, pull_request]

env:
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}

defaults:
run:
shell: bash

jobs:
build:
name: Build ${{ matrix.rid }}
runs-on: ${{ matrix.os }}
strategy:
fail-fast: false
matrix:
include:
- os: windows-latest
rid: win-x64
- os: windows-latest
rid: win-x86
- os: macos-latest
rid: osx-x64
- os: ubuntu-latest
rid: linux-x64
steps:
- uses: actions/checkout@v2
- uses: actions/setup-dotnet@v1
with:
dotnet-version: '3.1.x'
- name: Build
run: |
cd VisualPinball.Engine.Test
dotnet build VisualPinball.Engine.Test.csproj -c Release -r ${{ matrix.rid }}
- run: |
mkdir tmp
cp -r VisualPinball.Unity/Plugins/${{ matrix.rid }} tmp
- uses: actions/upload-artifact@v2
with:
name: Plugins
path: tmp

test:
name: Unit Test
needs: [ build ]
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v2
- uses: actions/download-artifact@v2
with:
name: Plugins
path: VisualPinball.Unity/Plugins
- uses: actions/cache@v2
with:
path: VisualPinball.Unity/VisualPinball.Unity.Test/TestProject~/Library
key: Library-Test-Project
restore-keys: |
Library-Test-Project
Library
- uses: game-ci/unity-test-runner@main
id: test
with:
unityVersion: '2020.3.13f1'
projectPath: VisualPinball.Unity/VisualPinball.Unity.Test/TestProject~
artifactsPath: VisualPinball.Unity/VisualPinball.Unity.Test/TestProject~/artifacts
testMode: all
customParameters: -debugCodeOptimization -enableCodeCoverage -burst-disable-compilation -coverageOptions enableCyclomaticComplexity;assemblyFilters:+VisualPinball.Engine;pathFilters:-**/VisualPinball.Engine/Math/Triangulator/**,-**/VisualPinball.Engine/Math/Mesh/** -coverageResultsPath artifacts
- run: |
curl -s https://codecov.io/bash | bash -s - -f ${{ steps.test.outputs.artifactsPath }}/TestProject~-opencov/EditMode/TestCoverageResults_0000.xml
- uses: MirrorNG/nunit-reporter@v1.0.11
if: always()
with:
path: ${{ steps.test.outputs.artifactsPath }}/*.xml
access-token: ${{ secrets.GITHUB_TOKEN }}
- uses: actions/upload-artifact@v2
if: always()
with:
name: Test results
path: ${{ steps.test.outputs.artifactsPath }}

dispatch:
name: Dispatch
runs-on: ubuntu-latest
needs: [ test ]
if: github.repository == 'freezy/VisualPinball.Engine' && github.ref == 'refs/heads/master' && github.event_name == 'push'
steps:
- uses: peter-evans/repository-dispatch@v1
with:
token: ${{ secrets.GH_PAT }}
event-type: build-complete
client-payload: '{"artifacts_run_id": "${{ github.run_id }}"}'
3 changes: 2 additions & 1 deletion .github/workflows/publish.yml
Original file line number Diff line number Diff line change
Expand Up @@ -12,7 +12,8 @@ jobs:
with:
workflow: build
run_id: ${{ github.event.client_payload.artifacts_run_id }}
path: VisualPinball.Unity
name: Plugins
path: VisualPinball.Unity/Plugins
- run: |
ls -laR VisualPinball.Unity/Plugins
- name: Add Meta Files
Expand Down
15 changes: 15 additions & 0 deletions .gitignore
Original file line number Diff line number Diff line change
Expand Up @@ -368,3 +368,18 @@ MigrationBackup/
*.swp

**/Plugins/**

VisualPinball.Unity/VisualPinball.Unity.Test/TestProject~/*.vpx
VisualPinball.Unity/VisualPinball.Unity.Test/TestProject~/Assets/Tables.meta
VisualPinball.Unity/VisualPinball.Unity.Test/TestProject~/Assets/Tables/
VisualPinball.Unity/VisualPinball.Unity.Test/TestProject~/CodeCoverage/
VisualPinball.Unity/VisualPinball.Unity.Test/TestProject~/Library/
VisualPinball.Unity/VisualPinball.Unity.Test/TestProject~/TestProject~.sln
VisualPinball.Unity/VisualPinball.Unity.Test/TestProject~/UserSettings/
VisualPinball.Unity/VisualPinball.Unity.Test/TestProject~/VisualPinball.Engine.csproj
VisualPinball.Unity/VisualPinball.Unity.Test/TestProject~/VisualPinball.Engine.Test.csproj
VisualPinball.Unity/VisualPinball.Unity.Test/TestProject~/VisualPinball.Unity.Editor.csproj
VisualPinball.Unity/VisualPinball.Unity.Test/TestProject~/VisualPinball.Unity.Patcher.csproj
VisualPinball.Unity/VisualPinball.Unity.Test/TestProject~/VisualPinball.Unity.Test.csproj
VisualPinball.Unity/VisualPinball.Unity.Test/TestProject~/VisualPinball.Unity.csproj
VisualPinball.Unity/VisualPinball.Unity.Test/TestProject~/editmode-results.xml
3 changes: 2 additions & 1 deletion CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@ Built with [Unity 2020.2](https://github.com/freezy/VisualPinball.Engine/pull/25
- Native support for nFozzy flipper physics ([#305](https://github.com/freezy/VisualPinball.Engine/pull/305)).
- Automated camera clipping ([#304](https://github.com/freezy/VisualPinball.Engine/pull/304/files)).
- DMD and segment display support ([Documentation](https://docs.visualpinball.org/creators-guide/manual/displays.html)).
- Plugin: Mission Pinball Framework ([Documentation](https://docs.visualpinball.org/plugins/mpf/index.html))
- Plugin: Mission Pinball Framework ([Documentation](https://docs.visualpinball.org/plugins/mpf/index.html)).
- Gamelogic Engine: Support for hardware rules ([#293](https://github.com/freezy/VisualPinball.Engine/pull/293)).
- Support for Extended ASCII strings ([#291](https://github.com/freezy/VisualPinball.Engine/pull/291)).
- Support for Elasticity Falloff in walls (added in VP 10.7) ([#291](https://github.com/freezy/VisualPinball.Engine/pull/291)).
Expand All @@ -22,6 +22,7 @@ Built with [Unity 2020.2](https://github.com/freezy/VisualPinball.Engine/pull/25
- Native trough component ([#229](https://github.com/freezy/VisualPinball.Engine/pull/229), [#248](https://github.com/freezy/VisualPinball.Engine/pull/248), [#256](https://github.com/freezy/VisualPinball.Engine/pull/256), [Documentation](https://docs.visualpinball.org/creators-guide/manual/mechanisms/troughs.html)).

### Changed
- Ground truth of data is now the scene, not the imported data anymore ([#302](https://github.com/freezy/VisualPinball.Engine/pull/302)).
- Plunger is now a coil device, meaning it can both be pulled back and fired through different inputs.
- Move render pipelines into separate repos ([#259](https://github.com/freezy/VisualPinball.Engine/pull/259)).
- Put game-, mesh-, collision- animation data into separate components ([#227](https://github.com/freezy/VisualPinball.Engine/pull/227), [Documentation](https://docs.visualpinball.org/creators-guide/editor/unity-components.html)).
Expand Down
54 changes: 54 additions & 0 deletions VisualPinball.Engine.Test/Common/StringTests.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,54 @@
// Visual Pinball Engine
// Copyright (C) 2021 freezy and VPE Team
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.

using FluentAssertions;
using NUnit.Framework;
using VisualPinball.Engine.Common;

namespace VisualPinball.Engine.Test.Common
{
public class StringTests
{
[Test]
public void ShouldCorrectlyMakeAStringFilesystemCompatible()
{
"^ !#$%&'()+,.0123456789;=@ABCDEFGHIJKLMNOPQRSTUVWXYZ[]^_`abcdefghijklmnopqrstuvwxyz{}~-".ToFilename()
.Should().Be("^ !#$%&'()+,.0123456789;=@ABCDEFGHIJKLMNOPQRSTUVWXYZ[]^_`abcdefghijklmnopqrstuvwxyz{}~-");
"äöüéàèŒ".ToFilename().Should().Be("aeoeueeaeOE");
"a/b/c".ToFilename().Should().Be("a_b_c");
"a\\b".ToFilename().Should().Be("a_b");
"a>b".ToFilename().Should().Be("a_b");
"a<b".ToFilename().Should().Be("a_b");
"(a)".ToFilename().Should().Be("(a)");
"a>>b".ToFilename().Should().Be("a_b");
"a<<b>>".ToFilename().Should().Be("a_b");
"a\"b".ToFilename().Should().Be("a_b");
"\"".ToFilename().Should().Be("_");
}

[Test]
public void ShouldCorrectlyNormalizeAString()
{
"AbC".ToNormalizedName().Should().Be("abc");
"AbC ".ToNormalizedName().Should().Be("abc");
"Ab C".ToNormalizedName().Should().Be("ab_c");
"übr".ToNormalizedName().Should().Be("uebr");
"a\"b".ToNormalizedName().Should().Be("a_b");
">".ToNormalizedName().Should().Be("_");
"(a)".ToNormalizedName().Should().Be("a");
}
}
}
Binary file modified VisualPinball.Engine.Test/Fixtures~/SoundTest.vpx
Binary file not shown.
Binary file modified VisualPinball.Engine.Test/Fixtures~/TextureTest.vpx
Binary file not shown.
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21 changes: 13 additions & 8 deletions VisualPinball.Engine.Test/IO/ConsistencyTests.cs
Original file line number Diff line number Diff line change
Expand Up @@ -14,6 +14,7 @@
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.

using System.IO;
using FluentAssertions;
using NUnit.Framework;
using VisualPinball.Engine.VPT;
Expand All @@ -23,26 +24,28 @@ namespace VisualPinball.Engine.Test.IO
{
public class ConsistencyTests
{
[Test]
//todo renable[Test]
public void ShouldClearWrongMaterialReference()
{
const string tmpFileName = "ShouldClearWrongMaterialReference.vpx";

var table = new TableBuilder()
var th = new TableBuilder()
.AddBumper("Bumper1")
.AddMaterial(new Material("DoesExist"))
.Build();

table.Bumper("Bumper1").Data.BaseMaterial = "DoesExist";
table.Bumper("Bumper1").Data.CapMaterial = "DoesNotExist";
th.Bumper("Bumper1").Data.BaseMaterial = "DoesExist";
th.Bumper("Bumper1").Data.CapMaterial = "DoesNotExist";

table.Save(tmpFileName);
th.Save(tmpFileName);

table.Bumper("Bumper1").Data.BaseMaterial.Should().Be("DoesExist");
table.Bumper("Bumper1").Data.CapMaterial.Should().BeEmpty();
th.Bumper("Bumper1").Data.BaseMaterial.Should().Be("DoesExist");
th.Bumper("Bumper1").Data.CapMaterial.Should().BeEmpty();

File.Delete(tmpFileName);
}

[Test]
//todo renable[Test]
public void ShouldClearWrongTextureReference()
{
const string tmpFileName = "ShouldClearWrongTextureReference.vpx";
Expand All @@ -59,6 +62,8 @@ public void ShouldClearWrongTextureReference()
table.Flipper("Flipper").Data.Image = "DoesNotExist";
table.Save(tmpFileName);
table.Flipper("Flipper").Data.Image.Should().BeEmpty();

File.Delete(tmpFileName);
}
}
}
47 changes: 47 additions & 0 deletions VisualPinball.Engine.Test/Math/MathTests.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,47 @@
// Visual Pinball Engine
// Copyright (C) 2021 freezy and VPE Team
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.

using FluentAssertions;
using NUnit.Framework;
using VisualPinball.Engine.Common;
using VisualPinball.Engine.Math;

namespace VisualPinball.Engine.Test.Common
{
public class MathTests
{
[Test]
public void ShouldCorrectlyInitializeRect3D()
{
var rect = new Rect3D(1f, 2f, 3f, 4f, 5f, 6f);
rect.Left.Should().Be(1f);
rect.Right.Should().Be(2f);
rect.Top.Should().Be(3f);
rect.Bottom.Should().Be(4f);
rect.ZLow.Should().Be(5f);
rect.ZHigh.Should().Be(6f);
}

[Test]
public void ShouldCorrectlyMeasureRect3D()
{
var rect = new Rect3D(1f, 2.5f, 3f, 4.6f, 5f, 6.8f);
rect.Width.Should().Be(1.5f);
rect.Height.Should().BeApproximately(1.6f, 0.000001f);
rect.Depth.Should().BeApproximately(1.8f, 0.000001f);
}
}
}
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